Fallout 2 plot holes?

Question2

It Wandered In From the Wastes
The biggest plot hole i can think of is the Navarro infiltration. The enclave thinks all non "pure" humans are mutants...theres no way they would accept "recruits" from what they consider mutant wastelanders. Yet, you can show up to the gas station with a suspicious car and claim to have hired an escort. That makes no sense whatsoever. Any recruits to the Navarro base would obviously come from the oil rig via verti birds.

As for the tanker...it makes no sense that they would park it at San Francisco. They would obviously park it somewhere where nobody other than enclave personnel could get to it in the first place (like, a deserted island or just in the middle of the ocean).

And somehow, nobody on the oil rig notices the tanker sailing up to it at all.
 
It's because you passed the speech check.
Still you just walk up to them in your vault 13 jumpsuit that has probably gotten pretty dirty over the years (you'd think there'd be a more formal proccess of transporting recruits from the rig to navarro) instead they just accept a bum in a dirty vault 13 suit that has just happened to walk out from nowhere, so how can they tell you are a mutie or not? And in random encounters why do they shoot at first sight even when you're wearing advanced power armor? do they have some sort of sensor that can read your DNA and tell if you're unpure? and why don't you get shit from people for waltzing around in enclave armor? Honestly the Enclave could have been such a better faction in fallout 2. At least they aren't as bad as the fallout 3 enclave.
 
I got nothing for the first point really. Perhaps they drop off recruits in the wasteland and see if they survive first? I dunno, I've always enjoyed infiltrating Navarro too much to really notice.

As for the tanker...it makes no sense that they would park it at San Francisco. They would obviously park it somewhere where nobody other than enclave personnel could get to it in the first place (like, a deserted island or just in the middle of the ocean).

To be fair to them, how many people would know how to operate the tanker and that it needs a key FOB to operate it? I doubt the Enclave had any intention of actually using it. Not to mention it had no fuel originally nor had navigation parts. It's only because its "Captain" (an ex-Enclave member) tells you what it needs that the Chosen One knows how to get it going again.

And somehow, nobody on the oil rig notices the tanker sailing up to it at all.

Again it's not like they'd expect anyone to arrive in an old tanker, though you'd think they'd have some kind of system letting them know of the new arrival. Could be that the Enclave was too arrogant to believe anyone would reach them all the way out there.

"thanks for giving me the code, now you must die" - Colonel Autist

Well in a way that's one of the few things that makes sense. He knows the Lone Wanderer can still be a threat and they aren't needed anymore, so why not pop 'em?

On the other hand, getting someone as resourceful and resilient as the LW on your side might be better. Who knows.
 
Yeah, the Enclave parts in Fallout 2 do come across as a bit nonsensical. I think the reason why is that the devs were rushed for time. The producers were putting huge amounts of pressure on the devs for time, and they had focused lots of there efforts on earlier parts of the game like New Reno and Vault City, meaning that most endgame areas come across as kind of rushed.

Anyway, this is mostly lots of headcanoning ahead.
Yet, you can show up to the gas station with a suspicious car and claim to have hired an escort. That makes no sense whatsoever. Any recruits to the Navarro base would obviously come from the oil rig via verti birds.
IIRC, the Enclave does actively mention other bases across the continent in several parts of the game. That being said, The Oil Rig is always presented as there main base of operations. Maybe they are also accepting recruits from another base somewhere else in the continent, which maybe didn't have Vertibirds(Given that, as Matthew stated, they are relatively new technology)
As for the tanker...it makes no sense that they would park it at San Francisco. They would obviously park it somewhere where nobody other than enclave personnel could get to it in the first place (like, a deserted island or just in the middle of the ocean).
They had the FOB.

As far as they are concerned, nobody other than Enclave Personnel could get in anyway.

Also, the tanker ran on Diesel Fuel. They wouldn't want to waste precious oil in moving some old tanker they didn't care about away.
And somehow, nobody on the oil rig notices the tanker sailing up to it at all.
The defences on the Oil Rig are automated. If it registered the Tanker as a threat, it would have destroyed it.

The folks onboard probably noticed, but were too occupied by there project(Which was nearly done by the time The Chosen One entered the Oil Rig), they probably didn't care.
"thanks for giving me the code, now you must die" - Colonel Autist
"SANTIAGO!"
Well in a way that's one of the few things that makes sense. He knows the Lone Wanderer can still be a threat and they aren't needed anymore, so why not pop 'em?
Maybe he could have checked the codes worked first?

Also, he only shoots you if you give him the real codes, not if you lie. Unless he's a psychic, he shouldn't know the difference.

Truth is, the game wrote itself in to a hole where the plot would fall apart if a certain possibility happened. It's the same reason why The Chosen One dies if he loses the duel to Cameron in the Temple of Trials, because the entire game would fall apart if it continued to explore that possibility.
 
"SANTIAGO!"
Holy shit somebody actually understood that reference.

On the other hand, getting someone as resourceful and resilient as the LW on your side might be better. Who knows.

The funny thing is that president Eden wants you to kill autumn and poison the water supply, which means there's a gap in the command structure, and if you end up asking eden why he doesn't just have autumn do his dirty work he will tell you that if you get rid of autumn eden will let you take his place, but if you have broken steel (which lets you continue the game after it's over) raven rock is destroyed which means eden is dead which means the enclave is now a fragmented group of pissed off soldiers who revolted against eden (the soldiers side with autumn over robot eden, this basically is what I refer to as the enclave civil war) so in the long run you have autumn's enclave and eden's enclave at the end of the game. Eden has the robots and a few soldiers who stayed at raven rock who were loyal to him (only to be killed by liberty prime after the endgame) and autumn's enclave which consists of the deserters from raven rock and the adams airforce base soldiers. But with Autumn dead or missing the enclave has no chain of command which makes it pretty much impossible to join them. Basically if raven rock was not destroyed by prime you could have joined the enclave but that would have messed up the broken steel dlc. For anyone interested there is a mod on nexus called the Enclave Improvement Project which shows the premise of what you could have done if raven rock wasn't destroyed, here's a link for anyone interested (keep in mind it is rather buggy and is not a complete mod).

http://www.nexusmods.com/fallout3/mods/12937/?

But if you want a real enclave mod, download this: http://www.nexusmods.com/newvegas/mods/39531/?


I got nothing for the first point really. Perhaps they drop off recruits in the wasteland and see if they survive first?

Lol having your fresh recruits marching through the wastes like that would be retarded since they would most likely absorb the same backround radiation that the rest of the faction is so pissed off at, considering you talk to chris with no power armor does that mean other recruits walk through the wastes with little protection from the backround radiation? Honestly though I'm comfortable saying that since it's endgameish that the devs just ran low on time and didn't have the resources to really properly put together the enclave missions near navarro.
 
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Maybe he could have checked the codes worked first?

Also, he only shoots you if you give him the real codes, not if you lie. Unless he's a psychic, he shouldn't know the difference.

He does. He radios a soldier at Project Purity and gives them whatever code you give him. If it's the right one, he shoots you, if it's a false code he loses another soldier (despite them wearing power armour which is supposed to protect against radiation) and gets pissed off further.

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Lol having your fresh recruits marching through the wastes like that would be retarded since they would most likely absorb the same backround radiation that the rest of the faction is so pissed off at, considering you talk to chris with no power armor does that mean other recruits walk through the wastes with little protection from the backround radiation?

I don't know, I didn't put much thought into my "theory", almost as if it was a half-assed answer.
 
He does. He radios a soldier at Project Purity and gives them whatever code you give him. If it's the right one, he shoots you, if it's a false code he loses another soldier (despite them wearing power armour which is supposed to protect against radiation) and gets pissed off further.
Oh right, I seem to have misremembered that scene. It's been a couple years since I played Fallout 3.
 
There are some wqstelanders recruits at Navarro. They are expendables.

Ab0ut the tanker, the one who drives it is a an enclave desertor.
 
Yea, but still, you wouldnt go to the effort of moving the tanker to san francisco, which happens to be a city full of "mutant wastelanders" with fairly advanced tech (they even sell power armor there!). I mean, this would be like the US dumping an old carrier off the shore of Cuba after rendering it inoperable. If they were going to use diesel to move it to san francisco, they may as well just anchor it near the oil rig.

Who are the wastelander recruits at Navarro?

End game portions were definately more rushed, but i think that goes for practically every game. Planescape torment, etc.

I think it would make more sense if you needed to use a vertibird from Navarro to get onto the oil rig. Via a full scale assault with BOS help or infiltration. Could be very cool, but would have definately exceeded their budget.
 
I never really understood the tanker part either. Just another instance of a video game being a video game. I can't think of any work of fiction I've enjoyed where I wasn't making excuses for gaps in logic. If you start asking hard questions, you're gonna have a bad time.
 
Fallout 2 doesn't just have plot holes, it is a plot hole. The situation Arroyo is in, the Enclave's behavior, it's ridiculous. Many people will say Bethesda took nothing from the classic games, but that's inaccurate. They did take something from Fallout 2. Plot holes.
 
Other stuff that I noticed, probably from lack of development time :

-After assassinating big jesus, little jesus doesnt notice that his father is dead at all.

-Myron's guards dont notice or care that you are a mordino made man.
 
How about that the main character can be harmed by electric attacks? Unless of course you're a robot. That'd explain too why must YOU go, despite for example being dumb as a rock, futile to even given starting money.
Or how can you be educated about energy weapons in Arroyo?

Why does the dumb guy die for realif a DUMB protagnoist "shoot" him with fingers?
How Modoc's granny keeps a deathclaw locked? The dogs definitely not help the situation.
Where the refinery in Marcus' town get infinite money?
Why the Enclave never storm that power plant you hack into their system?
How none reacts to the sciency deathclaw just for wearing a blanket?
What kinda humans live the world who can carry around like 100 rockets for a bazooka?
 
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